Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Melee/MeleeWeaponComponent.cs
Paul Ritter 5c50b1f6ed Serialization v3 content PR (#3491)
* serv3 in shared pt 1

* beginning of deepclone api

* progress in implementing ideepclone & serv3 in content

* adds target

* its cant hurt you it cant hurt you

* more changes to content.server

* adds dataclasses

* almost there

* renamed & edited entry

* finishes refactoring content to use serv3

* gasmixture runtimes, next: reagentunit

* fucin hell that was an annoying one

* adds flags

* fixes some yaml errors

* removes comment

* fixes generic components for now

* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support

* adds deepclone to ResistanceSet

* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs

* fixes a bunch of runtimes

* adds deepclone to entityuid

* adds generator to sln

* gets rid of warnings

* fixes

* argh

* componentdata refactors

* more deepclone impl

* heck me i reworked all of content deepclone

* renames custom dataclasstarget

* misc

* reworks prototypes

* deepclone nuke

* renamed customdataclass attribute

* fixes everything

* misc fixed

* the killcommit

* getting there

* changed yamlfieldattribute namespace

* adds back iselfserialize

* renames everything to data(field/definition)

* ouch

* Fix most errors on content

* Fix more errors in content

* Fix some components

* work on tests

* fixes some customdataclasses

* fuggin shit

* yes

* yeas

* Remove data classes

* Data field naming fixes

* arg

* Git resetti RobustToolbox

* Merge fixes

* General fixes

* Fix startup serialization errors

* Fix DamageContainerPrototype when supported classes or types are null

* Implement construction graph step type serializer

* Fix up construction serialization

* Fix up construction serialization part 2

* Fix null list in technology database component

* Fix body serialization

* Fix entity storage serialization

* Fix actions serialization

* Fix AI serialization

* Fix reaction serialization

* Fix body serialization

* Fix grid atmosphere serialization

* Rename IServ3Manager to ISerializationManager

* Convert every non generic serializer to the new format, general fixes

* Serialization and body system fix

* pushinheritance fix

* Update all prototypes to have a parent and have consistent id/parent properties

* Merge fixes

* smh my head

* cuddling slaps

* Content commit for engine PR

* stuff

* more fixes

* argh

* yes even you are fixed

* changelog fixes

* fixes seeds

* argh

* Test fixes

* Add writing for alert order prototype

* Fix alert order writing

* FIX

* its been alot ok

* Fix the rest of the visualizers

* Fix server alerts component tests

* Fix alert prototype tests not using the read value

* Fix alert prototype tests initializing serialization multiple times

* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA

* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found

* Fix NRE in strap component
Good night to the 1 buckle optimization

* Fix clothing component slot flags serialization tag

* Fix body component in all components test

* Merge fixes

* ffs

* Make construction graph prototype use serialization hooks

* human yaml linted

* a

* Do the thing for construction

* stuff

* a

* monke see yaml linter

* LINT HARDER

* Remove redundant todo

* yes

* Add skip hook argument to readers and copiers

* we gamin

* test/datafield fixes

* adds more verbose validation

* moves linter to action

* Improve construction graph step type serializer error message

* Fix ammo box component NRE

* gamin

* some updates to the linter

* yes

* removes that test

* misc fixes

* array fix
priority fix
misc fixes

* adds proper info the validation

* adds alwaysrelevant usa

* Make yaml linter take half as long to run (~50% less)

* Make yaml linter 5 times faster (~80% less execution time)

* based vera being based

* fixes mapsaving

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 3e6091359a26252c3e98828199553de668031c63.

* Add -nowarn to yaml linter run configuration

* Improve yaml linter message feedback

* Make dependencies an argument instead of a property on the serialization manager

* yamllinting slaps

* Clean up type serializers

* Move yaml linter code to its own method

* Fix yaml errors

* Change yaml linter action name and remove -nowarn

* yaml linter please shut

* Git resetti robust toolbox

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00

248 lines
8.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Items;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Weapon.Melee
{
[RegisterComponent]
public class MeleeWeaponComponent : Component, IAttack, IHandSelected
{
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override string Name => "MeleeWeapon";
private TimeSpan _lastAttackTime;
private TimeSpan _cooldownEnd;
[DataField("hitSound")]
private string _hitSound = "/Audio/Weapons/genhit1.ogg";
[DataField("missSound")]
private string _missSound = "/Audio/Weapons/punchmiss.ogg";
[DataField("arcCooldownTime")]
public float ArcCooldownTime { get; private set; } = 1f;
[DataField("cooldownTime")]
public float CooldownTime { get; private set; } = 1f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("clickArc")]
public string ClickArc { get; set; } = "punch";
[ViewVariables(VVAccess.ReadWrite)]
[DataField("arc")]
public string Arc { get; set; } = "default";
[ViewVariables(VVAccess.ReadWrite)] [DataField("arcwidth")] public float ArcWidth { get; set; } = 90;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("range")]
public float Range { get; set; } = 1;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("damage")]
public int Damage { get; set; } = 5;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("damageType")]
public DamageType DamageType { get; set; } = DamageType.Blunt;
[ViewVariables(VVAccess.ReadWrite)] [DataField("clickAttackEffect")] public bool ClickAttackEffect { get; set; } = true;
protected virtual bool OnHitEntities(IReadOnlyList<IEntity> entities, AttackEventArgs eventArgs)
{
return true;
}
bool IAttack.WideAttack(AttackEventArgs eventArgs)
{
if (!eventArgs.WideAttack) return true;
var curTime = _gameTiming.CurTime;
if (curTime < _cooldownEnd)
return true;
var location = eventArgs.User.Transform.Coordinates;
var diff = eventArgs.ClickLocation.ToMapPos(Owner.EntityManager) - location.ToMapPos(Owner.EntityManager);
var angle = Angle.FromWorldVec(diff);
// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
var entities = ArcRayCast(eventArgs.User.Transform.WorldPosition, angle, eventArgs.User);
var audioSystem = EntitySystem.Get<AudioSystem>();
if (entities.Count != 0)
{
audioSystem.PlayFromEntity(_hitSound, entities.First());
}
else
{
audioSystem.PlayFromEntity(_missSound, eventArgs.User);
}
var hitEntities = new List<IEntity>();
foreach (var entity in entities)
{
if (!entity.Transform.IsMapTransform || entity == eventArgs.User)
continue;
if (entity.TryGetComponent(out IDamageableComponent damageComponent))
{
damageComponent.ChangeDamage(DamageType, Damage, false, Owner);
hitEntities.Add(entity);
}
}
SendMessage(new MeleeHitMessage(hitEntities));
if (!OnHitEntities(hitEntities, eventArgs)) return false;
if (Arc != null)
{
var sys = EntitySystem.Get<MeleeWeaponSystem>();
sys.SendAnimation(Arc, angle, eventArgs.User, Owner, hitEntities);
}
_lastAttackTime = curTime;
_cooldownEnd = _lastAttackTime + TimeSpan.FromSeconds(ArcCooldownTime);
RefreshItemCooldown();
return true;
}
bool IAttack.ClickAttack(AttackEventArgs eventArgs)
{
if (eventArgs.WideAttack) return false;
var curTime = _gameTiming.CurTime;
if (curTime < _cooldownEnd || !eventArgs.Target.IsValid())
return true;
var target = eventArgs.TargetEntity;
var location = eventArgs.User.Transform.Coordinates;
var diff = eventArgs.ClickLocation.ToMapPos(Owner.EntityManager) - location.ToMapPos(Owner.EntityManager);
var angle = Angle.FromWorldVec(diff);
var audioSystem = EntitySystem.Get<AudioSystem>();
if (target != null)
{
audioSystem.PlayFromEntity(_hitSound, target);
}
else
{
audioSystem.PlayFromEntity(_missSound, eventArgs.User);
return false;
}
if (target.TryGetComponent(out IDamageableComponent damageComponent))
{
damageComponent.ChangeDamage(DamageType, Damage, false, Owner);
}
SendMessage(new MeleeHitMessage(new List<IEntity> { target }));
var targets = new[] { target };
if (!OnHitEntities(targets, eventArgs))
return false;
if (ClickArc != null)
{
var sys = EntitySystem.Get<MeleeWeaponSystem>();
sys.SendAnimation(ClickArc, angle, eventArgs.User, Owner, targets, ClickAttackEffect, false);
}
_lastAttackTime = curTime;
_cooldownEnd = _lastAttackTime + TimeSpan.FromSeconds(CooldownTime);
RefreshItemCooldown();
return true;
}
private HashSet<IEntity> ArcRayCast(Vector2 position, Angle angle, IEntity ignore)
{
var widthRad = Angle.FromDegrees(ArcWidth);
var increments = 1 + 35 * (int) Math.Ceiling(widthRad / (2 * Math.PI));
var increment = widthRad / increments;
var baseAngle = angle - widthRad / 2;
var resSet = new HashSet<IEntity>();
var mapId = Owner.Transform.MapID;
for (var i = 0; i < increments; i++)
{
var castAngle = new Angle(baseAngle + increment * i);
var res = _physicsManager.IntersectRay(mapId, new CollisionRay(position, castAngle.ToWorldVec(), (int) (CollisionGroup.Impassable|CollisionGroup.MobImpassable)), Range, ignore).FirstOrDefault();
if (res.HitEntity != null)
{
resSet.Add(res.HitEntity);
}
}
return resSet;
}
void IHandSelected.HandSelected(HandSelectedEventArgs eventArgs)
{
var curTime = _gameTiming.CurTime;
var cool = TimeSpan.FromSeconds(CooldownTime * 0.5f);
if (curTime < _cooldownEnd)
{
if (_cooldownEnd - curTime < cool)
{
_lastAttackTime = curTime;
_cooldownEnd += cool;
}
else
return;
}
else
{
_lastAttackTime = curTime;
_cooldownEnd = curTime + cool;
}
RefreshItemCooldown();
}
private void RefreshItemCooldown()
{
if (Owner.TryGetComponent(out ItemCooldownComponent cooldown))
{
cooldown.CooldownStart = _lastAttackTime;
cooldown.CooldownEnd = _cooldownEnd;
}
}
}
public class MeleeHitMessage : ComponentMessage
{
public readonly List<IEntity> HitEntities;
public MeleeHitMessage(List<IEntity> hitEntities)
{
HitEntities = hitEntities;
}
}
}